Description of Protocol Rules
Andreas Speck, S¨oren Witt, Sven Feja [aspe|swi|svfe]@informatik.uni-kiel.de
Abstract:Protocols are formal models which may be used to define the interactions within processes. Moreover, protocols may be the base of process improvement e.g.
by applying game theory.
In the paper we focus on models of interactions between system components (which we nameversions) and the possibilities to verify that the version systems fulfill the rules (specifications) of the protocols. First, we consider the static relationships be- tween the versions as base. Second, we discuss the dynamic interactions between these versions and present a model checking-based approach to verify the interaction specifications of the protocols.
Such verified interaction sequences (or processes) are a starting point of optimiza- tions by game theory approaches.
1 Introduction
Protocols allow describing the interactions between different entities. In the software de- velopment such objects may be classes / objects, components (versions of components) or services which are cooperating. Such a cooperation or the set of interactions may result in a process, e.g. a business process. There are numerous approaches to optimize such pro- cesses. Game theory for instance helps evaluating different paths in the process models.
Due to the given criteria an optimal solution may be found.
The question before applying optimization techniques is the correctness of the different interactions and the processes or games. In this paper we present two basic issues to be checked before an evaluation of the process:
1. Are all objects considered in the process? Are the static relations between these objects correct?
2. Are the interactions between the objects in a correct order? Does the interaction follow the specifications in the protocol?
In this paper we present techniques which allow expressing rules which represent relation- ships between the objects and the order of activities (process). The idea is to present a generic model which may be supported by different checking techniques. The checking techniques are intended to support games. Although we do not elaborate this in detail in the current paper.
308